Homeworld remains one of the only real-time strategy games to ever feature a truly 3D movement system. Why? Players never look up. This article examines what Homeworld did differently and why it failed to catch on.

What's the best way to create complexity in a game system? Mix it with some other system. This article takes a look at how spreadsheets can be used as a quick-and-dirty tool for designing systems interactivity.

I 'm really glad that you enjoyed my article I definitely have some recommendations for books on architecture: r n r nThe most relevant in this particular case would be An Architectural Approach to Level Design by Totten. It 's about how architectural principles and ideas can be applied directly ...

I don 't think that Breath of the Wild 's designers have explicitly mentioned using Montessorian methods. They did outline their design philosophy at the 2017 GDC, though. The approach which they described is definitely Montessorian . r n r nNintendo has always taken a very consistent approach to game ...